There are too many objectives. I understand you didn't want large areas of nothing in the zone, but it seems like the objectives you do take don't make a difference. I would remove about a 3rd of the control points and replace them with a flag that you claim for 1-5 immediate team points (based on how long it's been up) after which it disappears and will spawn at a later point. That way, there will still be locations to go to and fight over, but some will have higher priorities.
I know that feature is still in there, i think, but no one summons them these days, doubt if many new players even know they exist now in AV
Tie it in with crafting, let people that don't really like the zerging, eh i mean the "tactical" gameplay on the field do the crafting and building of siege engines/colossi, make Conquest a feature even non PvP'ers would like to join and contribute to the war
I kinda got the feeling this may work the same, but the way Daglar said it made me think the Collosi were just there and no one found them. I wonder if one is in Caer Mathos, since they said it was "important"
I stilll like the idea of them having Caer Mathos as it is mostly on live. Still infested with undead. Clean everything out from the rest of the zone, put in a couple collosi and a few "expert difficulty" rifts, but leave it so the people need to clean out Caer Mathos to claim it (or the points inside). It seems wierd to me that they would be able to completely remove the undead from there since they are so ensconced in the area. I can get behind not having keep doors and such to slow down battles to a crawl (though I still want that at some point in Rift!) but having to remove a force to claim a castle is part of the fun, wether its keep guards or nasty undead.
Tried out the pvp in conquest, there's lots of potential and it could be really fun. Here are my suggestions:
1. Make taking control points worth about 15 pvp kills
Reason for this is the only reward I saw for conquest was pvp kills. While rewarding pvp kills is good and promotes pvp the problem is things will turn into zerg vs zerg pvp which is not fun. I don't enjoy running around with a bunch of people all running in different directions and right now you only get pvp credit if you tag a player (or someone in your raid does) and they're killed. The current system discourages small group play.
2. Unnerf healing
Sure in warfronts people have been wanting healing nerfed for faster kills so they get more out of warfronts. In open world pvp things are different, no one will like constantly running back to their group and getting ganked on the way. Unnerfing healing will increase survivability and encourage smart play.
3. Nerf mounted speed increases
PA mounted speed increases will be OP. Sure in pve it doesn't matter but in open world pvp the speed difference will make all the difference in the world. Think bards in DAoC.
Last edited by Mayi; 05-24-2012 at 07:21 PM.
I rite a gooded guide for rouges.
NB-Sin Guide - http://forums.riftgame.com/rift-gene...-sin-spec.html
2. Your group is supposed to help you out and come get you, that's why the teleports are so important.
3. I see what you're saying, and I agree, but at the same time it's available to everyone so you don't need a certain class. Bard speed in this game, not just DAOC, increases speed so should we remove that in conquest as if Bards aren't borderline useless enough as is?